Chicken or Fish? (An inhuman Skull & Shackles campaign)

Game Master Shicil

Two Tengu and a Merfolk walk onto a ship...


Map of the Wormwood

The Wormwood:

A1. Foredeck
This raised deck stands some 10 feet above the main deck (area A3},immediately behind the bowsprit, which is shaped like a rearing dragon. The foremast rises 30 feet above this deck.

A2. Poop Deck
This raised deck stands 15 feet above the main deck (area A3). The mizzenmast rises 30 feet above this deck. The ship’s bridge protrudes forward of the mizzenmast, and holds the ship’s wheel. The wheel is 3 feet across and has 10 spokes decorated with silver inlays, its bolts carved to resemble kraken heads. An iron cage hangs from the side of the mizzenmast, containing a rotting corpse on display.

A3. Main Deck
The ship’s main deck runs between the foredeck and poop deck. The mainmast rises from the center of the deck, extending 60 feet into the air and topped by a crow’s nest.The ship’s clock, a macabre brass-andcopper object depicting worms writhing through whale corpses, hangs from the mast above the whipping post. Not only does the clock keep time, but its bell strikes at dawn and dusk to signal the beginning and the end of the workday. Two 10-foot-square hatches sit in the deck fore and aft of the mainmast. These hatches are thick wooden grilles and open onto the middle hold (area A6) 15 feet below. At the fore of the ship, two doors lead into the officers’ quarters (area A4), while two doors aft lead to the captain’s quarters (area A5). A large wooden box bound in iron sits just beneath the bridge. This sweatbox, used to torment sailors, has just enough room to hold one Medium creature (and can be altered to confine a Small creature). A small jolly boat (same statistics as a rowboat) sits on the deck next to the port rail. It has two sets of oars but no mast. Although designed to carry four Medium passengers, the jolly boat can fit six at a push.

A4. Officers' Quarters
A4a. ???
A4b. ???

A5. Captain's Cabin
A5a. ???
A5b. ???

A6. Middle Hold
This is the ship’s main cargo hold. The hold is mostly empty, save for 14 pigs; normally kept caged, they periodically escape and run loose within the hold. In the forward section, a flight of wooden stairs climbs up to the officers’ quarters (area A4), while a second set of stairs descends into the lower hold (area A10). Another flight of stairs in the aft section next to the galley leads up to the captain’s quarters (area A5).

A7. Quartermaster and Cook's Cabin

A8. Galley
The galley is the domain of Ambrose “Fishguts” Kroop, the drunken ship’s cook. The cramped and chaotic kitchen holds two wooden worktables, several wooden cupboards, and two small stoves against the port wall, as well as virtually every cooking utensil imaginable and a frightening array of meat cleavers. A score of chickens and three goats wander freely throughout the chamber; the goats are meant to be caged, but have a distressing tendency to escape their bonds. The kitchen is a madness of dirt, food, and knives, and finding anything in here requires a concentrated effort. The stoves are perpetually lit, and large cauldrons bubble away atop them all times. A huge array of spices mingle with barrels of rainwater, two tuns of rum, cupboards full of ship’s biscuit and salted beef, barrels of sauerkraut, and a small supply of fresh vegetables picked up in Port Peril.

A9. Quartermaster's Store
The Quartermaster's Store is a cramped and crowded storeroom at the back of the galley, overseen by the half-orc Cut-Throat Grok.

A10. Lower Hold and Crew Berths
Sixteen pillars support the deck above this spacious hold. At night, the Wormwood’s common pirates tie their hammocks between the walls and pillars and sleep until dawn. Two of Mr. Plugg’s toadies, Kipper and Patch Patchsalt, have claimed the far forward section of the hold as their own, and their hammocks are strung between the foremast
and the stairs leading up to the middle hold (area A6). A trap door just behind the mainmast opens onto the bilges below (area A11). The hold is currently empty of cargo, but several footlockers line the walls. Each member of the crew has a locker, equivalent to a small chest.

A11. Bilges
The lowest deck of the ship, the bilges are a foul, damp place with thick cobwebs above and 1–2 feet of dark, brackish water that stinks abominably below. A ladder leads up to a trap door that opens in the lower hold (area A10), and a single bilge pump rests near the stern. The bilges also double as the ship’s brig, and six sets of masterwork manacles are fixed to the bulkheads in the forward portion of the deck.

The Wormwood's Crew:

Notable Crew

Sandara Quinn
Red-haired Cleric of the Pirate Queen, Besmara. | Swab | Helpful

Rosie Cusswell
Fierce, foul-mouthed Halfling Fighter. | Swab | Indifferent

Crimson "Cog" Cogward
Dark-minded thug, wears a Varisian scarf over his head. | Swab | Unfriendly

Conchobar Turlach Shortstone
Flamboyant Gnome Bard with flirtacious tendencies. | Rigger | Unfriendly

Common Crew

Barefoot Samms Toppin
Shoeless fisherwoman from the Sodden Lands. | Rigger | Indifferent

Giffer Tibbs
Ragged, one-eyed Gnome. | Swab | Indifferent

Jack Scrimshaw
Young man with a talent for scrimshaw. | Swab | Indifferent

"Ratline" Rattsberger
Rat-faced Halfling with three missing fingers. | Rigger | Indifferent

Tilly Brackett
Tough, heavy drinking woman. | Swab | Indifferent

"Badger" Medlar
Older woman, wears gray hair in shaved stripes. | Swab | Unfriendly

Shivikah
Tall Mwangi woman, ex-slaver. | Swab | Unfriendly

Aretta Bansion
Large-eared ex-harlot. | Swab | Hostile

Fipps Chumlett
Fat, pushy bully with a shaved head. | Swab | Hostile

Jaundiced Jape
Greedy, dour, half-orc mute. | Swab | Hostile

Maheem
Rahadoumi with a permanent scowl. | Rigger | Hostile

Slippery Syl Lonegan
Unhinged woman with violent tendencies. | Rigger | Hostile

Tam "Narhwal" Tate
Old friend of Master Scourge with a large, ugly nose. | Rigger | Hostile

Jakes Magpie
Thief sentenced to a keelhauling. | Swab | Hostile

Officers
Barnabas Harrigan
Captain of the Wormwood. | Hostile

Mr. Plugg
The First Mate of the Wormwood. | Hostile

Master Scourge
Boatswain and Master-at-Arms of the Wormwood. | Hostile

Ambrose "Fishguts" Kroop
Ship's Cook for the Wormwood. | Indifferent

Cut-Throat Grok
Quartermaster for the Wormwood. | Indifferent

Peppery Longfarthing
Sailing Master and friend of Captain Harrigan | Hostile

Riaris Krine
Master Gunner of the Wormwood. | Hostile

Habbly "Stitchman" Quarne
Surgeon and Carpenter for the Wormwood | Hostile

Kipper
Gunnersmate for the Wormwood. | Hostile

Patch Patchsalt
Boatswain's mate for the Wormwood. | Hostile

"Caulky" Tarroon
Captain Harrigan's cabin girl. | Hostile

Owlbear Hartshorn
Mr. Plugg's "pet" simpleton. | Hostile

Crew Jobs:
Rigger Tasks

Rigging Repair:The ship’s rigging frequently gets damaged and must be repaired, requiring DC 10 Climb checks to reach the rigging 30 feet up, followed by a DC 10 Profession (sailor) or Dexterity check.

Line Work:Hard work hoisting and lowering sails, requiring a DC 10 Profession (sailor) or Dexterity check. The PC must also make a DC 10 Constitution check to avoid being fatigued at the end of the shift.

Upper Rigging Work:Work in the upper rigging, 50 feet up, requiring DC 10 Climb checks, followed by a DC 10 Profession (sailor) or Dexterity check.

Rope Work:Handling the ship’s ropes, including coiling them, stowing them, and securing them to cleats and single and double bollards, requiring a DC 10 Profession (sailor) or Dexterity check.

Lookout:A climb to the crow’s nest 60 feet up, requiring DC 10 Climb checks followed by a DC 10 Perception check.

Mainsail Duties:Tough work raising and lowering the mainsail, requiring a DC 10 Profession (sailor) or Strength check. The PC must also make a DC 10 Constitution check to avoid being fatigued at the end of the shift.

Swab Tasks

Man the Bilges:Vile and sweaty work cleaning out the bilges (area A11), requiring a DC 12 Strength check. The PC must also make a DC 10 Constitution check to avoid being fatigued at the end of the shift.

Rat Catcher:Catching rats and other vermin belowdecks, requiring either a DC 10 Stealth check, Survival check, or Dexterity check to catch and kill enough rats, cockroaches, and beetles for a good day’s work.

Swab the Decks:Backbreaking work mopping the decks and scrubbing them with sandstone blocks called holystones, requiring a DC 10 Strength or Constitution check. Failing either check results in the PC being fatigued at the end of the shift.

Hauling Rope and Knot Work:
Tying and untying knots in the ship’s ropes and moving heavy coils of rope from one part of the ship to another, requiring a DC 10 Profession (sailor) or Strength check. The PC must also make a DC 10 Constitution check to avoid being fatigued at the end of the shift.

Runner:Passing messages to the crew and officers of the Wormwood in all parts of the ship except officers’ cabins (areas A4 and A5), requiring a DC 10 Acrobatics check and DC 10 Constitution check. Failing the Constitution check results in the PC being fatigued at the end of the shift. A PC

Repairs:Things constantly tear or break aboard the ship and need repairs, whether sewing sails or splicing rope all day, requiring a DC 10 Profession (sailor) or Dexterity check.

Cook's Mate Tasks

Cooking:Assisting Ambrose Kroop in preparing the day’s meal. If Kroop is sober, no check is required. If Kroop is drunk, this requires a DC 10 Profession (cook) or Intelligence check.

Fishing:Catching tonight’s supper using the ship’s nets. A DC 10 Profession (fisherman) or Survival check provides enough fish. A failed check results in a day in the bilges as punishment the following day (see the swab task Man the Bilges on page 23).

Turtle Hunting:Hunting leatherback sea turtles with harpoons, treble hooks, and nets. A DC 10 Profession (fisherman) or Survival check provides enough food. A failed check results in a day in the bilges as punishment the following day (see the swab task Man the Bilges on page 23).

Bull Session:Drinking with Ambrose Kroop and listening to his stories. The cook’s mate must drink an additional rum ration, but is able to take an additional ship action during the day.

Special Occasion:Captain Harrigan is celebrating something today, and wants one of the ship’s pigs butchered and cooked for dinner. The PC must make a DC 10 Profession (cook) or Survival check to slaughter the animal, then help Kroop to clean, cut, and prepare the carcass. If Kroop is sober, no additional check is required. If Kroop is drunk, this requires a DC 15 Profession (cook) orIntelligence check.

Actions:
Daytime Ship Actions

Work Diligently: Gain a +4 bonus on any one check for a job’s daily task.

Influence: Make normal checks for a job’s daily task and attempt to influence a single NPC.

Sneak: Make normal checks for a job’s daily task and briefly explore one area of the ship (the PC can make a single Perception check or other skill check with no chance of detection).

Shop: Take a –2 penalty on all checks for a job’s daily task and visit the quartermaster’s store (area A9).

Shirk: Take a –2 penalty on all checks for a job’s daily task and take time exploring one area of the ship. The PC can take 10 on a single Perception check or other skill check, but must make a check to avoid being discovered.

Nighttime Ship Actions

Sleep: Go to bed early and sleep through the night (automatically recover from fatigue).

Gamble: Play or gamble on a game of chance or pirate entertainment.

Entertain: Make one Perform check to entertain the crew.

Influence*: Attempt to influence a single NPC.

Sneak*: Take time exploring one area of the ship. The PC can take 20 on a single Perception check or other skill check, but must make a check to avoid being discovered.

Steal*: Attempt to open a locked door or locker. The PC must make a check to avoid being discovered.

*All nighttime actions marked with an asterisk can be taken both as a normal action, and as an extra action in the dead of night.Two of these extra actions may be taken per night. Requires DC 10+4 per action Constitution Check to avoid fatigue the following day.